Unity Shader入门☀️ | 使用Shader实现一个 图片边框 ✨制作!
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🎬使用Shader实现一个 图片边框 ✨制作!
📢前言
-
🎄闲来无事,正好碰到一个需求需要给图片加上一个
边框
-
🎄加边框的方式有很多种,可以用
遮罩
来做,也可以自定义修改图片等 -
🎄那我今天就选择来用
Shader
搞一个图片边框
🍉图片边框制作
🏳️🌈Shader代码
新建一个 Shader
,然后改个名字,如下所示
然后打开这个Shader
脚本,将以下代码
复制进去!
Shader "Custom/SpritesOutline"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Main texture Tint", Color) = (1,1,1,1)
[Header(General Settings)]
[MaterialToggle] _OutlineEnabled("Outline Enabled", Float) = 1
[MaterialToggle] _ConnectedAlpha("Connected Alpha", Float) = 0
[HideInInspector] _AlphaThreshold("Alpha clean", Range(0, 1)) = 0
_Thickness("Width (Max recommended 100)", float) = 10
[KeywordEnum(Solid, Gradient, Image)] _OutlineMode("Outline mode", Float) = 0
[KeywordEnum(Contour, Frame)] _OutlineShape("Outline shape", Float) = 0
[KeywordEnum(Inside under sprite, Inside over sprite, Outside)] _OutlinePosition("Outline Position (Frame Only)", Float) = 0
[Header(Solid Settings)]
_SolidOutline("Outline Color Base", Color) = (1,1,1,1)
[Header(Gradient Settings)]
_GradientOutline1("Outline Color 1", Color) = (1,1,1,1)
_GradientOutline2("Outline Color 2", Color) = (1,1,1,1)
_Weight("Weight", Range(0, 1)) = 0.5
_Angle("Gradient Angle (General gradient Only)", float) = 45
//[KeywordEnum(General, Frame directed)] _FrameMode("Frame Mode (Frame Only)", Float) = 0
[Header(Image Settings)]
_FrameTex("Frame Texture", 2D) = "white" {}
_ImageOutline("Outline Color Base", Color) = (1,1,1,1)
[KeywordEnum(Stretch, Tile)] _TileMode("Frame mode", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma exclude_renderers d3d11_9x
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed _Thickness;
fixed _OutlineEnabled;
fixed _ConnectedAlpha;
fixed _OutlineShape;
fixed _OutlinePosition;
fixed _OutlineMode;
fixed4 _SolidOutline;
fixed4 _GradientOutline1;
fixed4 _GradientOutline2;
fixed _Weight;
fixed _AlphaThreshold;
fixed _Angle;
//fixed _FrameMode;
fixed4 _ImageOutline;
fixed _TileMode;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
uniform float4 _MainTex_TexelSize;
sampler2D _FrameTex;
uniform float4 _FrameTex_TexelSize;
uniform float4 _FrameTex_ST;
fixed4 SampleSpriteTexture(float2 uv)
{
float2 offsets;
if ((_OutlinePosition != 2 && _OutlineShape == 1) || _OutlineEnabled == 0) // not outside and frame
{
offsets = float2(0, 0);
}
else
{
offsets = float2(_Thickness * 2, _Thickness * 2);
}
float2 bigsize = float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w);
float2 smallsize = float2(_MainTex_TexelSize.z - offsets.x, _MainTex_TexelSize.w - offsets.y);
float2 uv_changed = float2
(
uv.x * bigsize.x / smallsize.x - 0.5 * offsets.x / smallsize.x,
uv.y * bigsize.y / smallsize.y - 0.5 * offsets.y / smallsize.y
);
if (uv_changed.x < 0 || uv_changed.x > 1 || uv_changed.y < 0 || uv_changed.y > 1)
{
return float4(0, 0, 0, 0);
}
fixed4 color = tex2D(_MainTex, uv_changed);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D(_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
bool CheckOriginalSpriteTexture(float2 uv, bool ifZero)
{
float thicknessX = _Thickness / _MainTex_TexelSize.z;
float thicknessY = _Thickness / _MainTex_TexelSize.w;
int steps = 100;
float angle_step = 360.0 / steps;
float alphaThreshold = _AlphaThreshold / 10;
float alphaCount = _AlphaThreshold * 10;
// check if the basic points has an alpha to speed up the process and not use the for loop
bool outline = false;
float alphaCounter = 0;
if (ifZero)
{
}
else
{
outline = SampleSpriteTexture(uv + fixed2(0, +thicknessY)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(0, -thicknessY)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(+thicknessX, 0)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(-thicknessX, 0)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(+thicknessX * cos(3.14 / 4), -thicknessY * sin(3.14 / 4))).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(-thicknessX * cos(3.14 / 4), +thicknessY * sin(3.14 / 4))).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(-thicknessX * cos(3.14 / 4), -thicknessY * sin(3.14 / 4))).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(+thicknessX * cos(3.14 / 4), +thicknessY * sin(3.14 / 4))).a > alphaThreshold;
}
if (outline) return outline;
for (int i = 0; i < steps; i++) // high number and not a variable to avoid stupid compiler bugs
{
float angle = i * angle_step * 2 * 3.14 / 360;
if (ifZero && SampleSpriteTexture(uv + fixed2(thicknessX * cos(angle), thicknessY * sin(angle))).a == 0)
{
alphaCounter++;
if (alphaCounter >= alphaCount)
{
outline = true;
break;
}
}
else if (!ifZero && SampleSpriteTexture(uv + fixed2(thicknessX * cos(angle), thicknessY * sin(angle))).a > alphaThreshold)
{
outline = true;
break;
}
}
return outline;
}
fixed4 frag(v2f IN) : SV_Target
{
float thicknessX = _Thickness / _MainTex_TexelSize.z;
float thicknessY = _Thickness / _MainTex_TexelSize.w;
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
c.rgb *= c.a;
fixed alpha;
fixed4 outlineC = fixed4(0, 0, 0, 1);
if (_OutlineEnabled != 0)
{
if (_OutlineMode == 0) // Solid
{
outlineC = _SolidOutline;
if (_ConnectedAlpha != 0)
{
outlineC.a *= _Color.a;
}
outlineC.rgb *= outlineC.a;
}
else if (_OutlineMode == 1) // Gradient
{
float x = IN.texcoord.x;
float y = IN.texcoord.y;
float ratio1 = 0;
float ratio2 = 0;
if (_OutlineShape == 0) // contour
{
if (
((_OutlinePosition != 2 && _OutlineShape == 1) && c.a != 0 && // inside and frame
(
IN.texcoord.y + thicknessY > 1 ||
IN.texcoord.y - thicknessY < 0 ||
IN.texcoord.x + thicknessX > 1 ||
IN.texcoord.x - thicknessX < 0 ||
CheckOriginalSpriteTexture(IN.texcoord, true)
)
)
||
((_OutlinePosition == 2 || _OutlineShape != 1) && c.a == 0 && // outside or contour
CheckOriginalSpriteTexture(IN.texcoord, false)
)
)
{
if (_Angle >= 360)
{
int div = _Angle / 360;
_Angle = (_Angle / 360 - div) * 360;
}
_Angle *= 2 * 3.14 / 360;
ratio1 = (0.5 - x) * cos(_Angle) + (0.5 - y) * sin(_Angle) + 0.5;
ratio2 = (x - 0.5) * cos(_Angle) + (y - 0.5) * sin(_Angle) + 0.5;
ratio1 *= 2 * _Weight;
ratio2 *= 2 * (1 - _Weight);
if (_ConnectedAlpha != 0)
{
_GradientOutline1.a *= _Color.a;
_GradientOutline2.a *= _Color.a;
//outlineC.rgb *= outlineC.a;
}
_GradientOutline1.rgb *= _GradientOutline1.a;
_GradientOutline2.rgb *= _GradientOutline2.a;
outlineC = _GradientOutline1 * ratio1 + _GradientOutline2 * ratio2;
}
}
else if (_OutlineShape == 1) // frame
{
if (IN.texcoord.y + thicknessY > 1 ||
IN.texcoord.y - thicknessY < 0 ||
IN.texcoord.x + thicknessX > 1 ||
IN.texcoord.x - thicknessX < 0)
{
// between down left to up left
if (y * thicknessX - x * thicknessY > 0 &&
y * thicknessX + x * thicknessY - thicknessX < 0 &&
x < 0.5f)
{
ratio1 = 1 - x / thicknessX;
ratio2 = x / thicknessX;
}
// between down left to down right
else if (y * thicknessX - x * thicknessY < 0 &&
y * thicknessX + x * thicknessY - thicknessY < 0 &&
y < 0.5f)
{
ratio1 = 1 - y / thicknessY;
ratio2 = y / thicknessY;
}
// between down right to up right
else if (y * thicknessX - x * thicknessY - thicknessX + thicknessY < 0 &&
y * thicknessX + x * thicknessY - thicknessY > 0 &&
x > 0.5f)
{
ratio1 = (x - 1) / thicknessX + 1;
ratio2 = -(x - 1) / thicknessX;
}
// between up left to up right
else if (y * thicknessX - x * thicknessY - thicknessX + thicknessY > 0 &&
y * thicknessX + x * thicknessY - thicknessX > 0 &&
y > 0.5f)
{
ratio1 = (y - 1) / thicknessY + 1;
ratio2 = -(y - 1) / thicknessY;
}
ratio1 *= 2 * _Weight;
ratio2 *= 2 * (1 - _Weight);
if (_ConnectedAlpha != 0)
{
_GradientOutline1.a *= _Color.a;
_GradientOutline2.a *= _Color以上是关于Unity Shader入门☀️ | 使用Shader实现一个 图片边框 ✨制作!的主要内容,如果未能解决你的问题,请参考以下文章
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